Just create a dummy unit for each unit and order them to Entangle all picked units.
Variables:
Your Trigger
Events:
Unit - A unit Starts the effect of an abillity
Conditions:
(Abillity being cast) Equal To [Your spell]
Actions:
Set loc = (Position of (Casting Unit))
Set TempGroup = (Units within 900.00 of loc matching (((Matching unit) belongs to an enemy of (Owner of (Casting Unit)))))
Unit Group - Pick every Unit in TempGroup and do (Actions)
Actions
Unit - Create 1 Dummy Unit for (Owner of (Casting unit)) at loc facing (picked unit)
Unit - Add Entangling Roots to (Last created unit)
Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Entangling Roots (Picked Unit)
Unit - Add a 1.00 second Generic expiration timer to (Last Created Unit
Custom script: call RemoveLocation(udg_loc)
Custom script: call DestroyGroup(udg_TempGroup)
loc: point variable
TempGroup: unit group variable
Note: This should too remove any lag caused
A dummy is a Dummy Unit.
A unit with none icon, classification, model, or other way to see it ingame. And has the abillities Locust, Ghost (Visible) and Indestructable.
- No attack
- Movement Type: Fly
- Don't show on map
Basically its just a invissible source you can use to cast spells or do actions.
the custom scripts is to remove leaks
what is leaks???
leaks are erros that f*** the game(i can't make a better explanation)
to create dummies you just need to create a normal unit using for example a footman, change his icon to watheaver you want, change his model to none, his move speed to 0 movement type fly, colision 0, add the locust ability and the ability you want to make the dummy casta
and don't double post no more
Custom script: call RemoveLocation(udg_loc)
Custom script: call DestroyGroup(udg_TempGroup)
And btw whats this?
Set loc = (Position of (Casting Unit))
Set TempGroup = (Units within 900.00 of loc matching (((Matching unit) belongs to an enemy of (Owner of (Casting Unit)))))
and i can't find thoes?